Articles & Videos

  • Users' Pagination Preferences and "View All"

    Long listings might need pagination by default, but if users customize the display to View All list items, respect that preference.

  • Strength of User Research Evidence

    Usability findings derived from a broad base of diverse studies have higher credibility than those based on many users with a single stimulus.

  • Providing Predictable Targets (at asktog.com)

    Predictable Target should appear high on your list of mandatory rules, only to be violated when it can be proven that another consideration, in a particular circumstance, will result in even greater productivity.

  • Mobile Usability for Cats: Essential Design Principles for Felines

    Feline users require special considerations, including larger tap target zones for paws, continual animation, and audible vocalization.

  • Converting Search into Navigation

    Most users are unable to solve even halfway complicated problems with search. Better to redirect their efforts into more supportive user interfaces when possible.

  • The Third User or Exactly Why Apple Keeps Doing Foolish Things (at asktog.com)

    Apple keeps doing things in the Mac OS that leave the user-experience (UX) community scratching its collective head, things like hiding the scroll bars and placing invisible controls inside the content region of windows on computers.

  • Intranet Social Features

    Employee collaboration and open communication are now business drivers in many companies, but social enterprise features are often poorly integrated with the rest of the intranet.

  • QA & UX

    Quality assurance impacts the user experience: when things don’t work, users question their understanding and develop superstitions and inefficient workarounds.

  • The Apple iWatch (at asktog.com)

    The iWatch will fill a gaping hole in the Apple ecosystem. It will facilitate and coordinate not only the activities of all the other computers and devices we use, but a wide array of devices to come.

  • Complexity is Good, Simplicity Overrated (at jnd.org)

    Misc Magazine asked if I would contribute an essay on "simplicity." "No," I responded, "but I'll write on complexity. So here it is. (Readers of my book "Living with Complexity" will find this familiar.)

  • 10 Usability Heuristics for User Interface Design

    Jakob Nielsen's 10 general principles for interaction design. They are called "heuristics" because they are broad rules of thumb for UX and not specific usability guidelines.

  • Empathy Mapping: The First Step in Design Thinking

    Empathy maps help UX teams visualize user attitudes and behaviors, building a shared understanding of end users while highlighting gaps in existing user data.

  • Journey Mapping 101

    A journey map is a visualization of the process that a person goes through in order to accomplish a goal.

  • How to Conduct a Heuristic Evaluation

    Step-by-step instructions to review your product to find potential usability and experience problems. Download a free heuristic evaluation template.

  • When to Use Which User-Experience Research Methods

    Modern day UX research methods answer a wide range of questions. To know when to use which method, each of 20 methods is mapped across 3 dimensions and over time within a typical product-development process.

  • Service Blueprints: Definition

    Service blueprints visualize organizational processes in order to optimize how a business delivers a user experience.

  • Design Thinking 101

    Design thinking is a user-centered process that helps teams understand needs, generate ideas, test solutions, and drive innovation.

  • Usability (User) Testing 101

    UX researchers use this popular observational methodology to uncover problems and opportunities in designs.

  • User Interviews: How, When, and Why to Conduct Them

    User interviews have become a popular technique for getting user feedback, mainly because they are fast and easy. Use them to learn about users’ perceptions of your design, not about its usability.

  • Usability 101: Introduction to Usability

    Usability makes designs easy, efficient, and satisfying to use. Improve it through early, repeated user testing with real users

  • User Journeys vs. User Flows

    User journeys and user flows both describe processes users go through in order to accomplish their goals, but they differ in scope, purpose, and format.

  • Affinity Diagramming for Collaboratively Sorting UX Findings and Design Ideas

    Use affinity diagramming to cluster and organize research findings or to sort design ideas in ideation workshops.

  • UX Research Cheat Sheet

    User research can be done at any point in the design cycle. This list of methods and activities can help you decide which to use when.

  • Using “How Might We” Questions to Ideate on the Right Problems

    Constructing how-might-we questions generates creative solutions while keeping teams focused on the right problems to solve.

  • Liquid Glass Is Cracked, and Usability Suffers in iOS 26

    iOS 26’s visual language obscures content instead of letting it take the spotlight. New (but not always better) design patterns replace established conventions.

  • User-Interface Elements: Glossary

    Use this glossary to quickly clarify definitions for key graphical user-interface elements and controls.

  • Why You Only Need to Test with 5 Users

    Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.

  • Card Sorting: Uncover Users' Mental Models for Better Information Architecture

    In a card-sorting study, users organize topics into groups. Use this research method to create an information architecture that suits your users' expectations.

  • Open-Ended vs. Closed Questions in User Research

    Open-ended questions result in deeper insights. Closed questions provide clarification and detail, but no unexpected insights.

  • The Definition of User Experience (UX)

    "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.